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First, a note to Moderators:
I've lurked on these forums for a long time, and I've seen a lot of the "Fallout-Should-Be-A-First-Person-Shooter" ideas, and I agree with you COMPLETELY that those ideas are terrible. Such an idea would ruin Fallout's basic theme, and would try to make into another stupid mindless Quake-clone, or at best a Thief-clone. I do NOT want you to think that I'm stupid enough to recommend such a frankly... well, blasphemous idea.
I also realize how many people believe Real-Time to be a hideously bad idea.
So, just read what I'm putting down for a bit, and at least if you do tell me that, "Your idea is stupid, do not EVER post this crap again", please just don't throw me into the same crowd of those Fallout 3 FPS idea goons.
Hey, if nothing else, this might be a few minutes of amusement for you before you yell at me. *grin*
Fallout 3 - First Person NOT Shooter (Can't say that enough)
Okay, the main point (it'll take a while to get there, I apologize for beating around the bush):
Any of you guys played a CRPG series called The Elder Scrolls? Chapter 1 was Arena, Chapter 2 was Daggerfall, and Chapter 3 is the upcoming Morrowind. (Check out www.gamespot.com for a decent preview)
It is literally the only time where I've been able to, with no reservations, say that good graphics (for the time) do not automatically ruin the gameplay. A little bit of an exaggeration, but many of you might know what I mean. How many games have you seen where the devs spent all the time on graphics and tossed out of the gameplay?
Unlike most RPGs, it was not a simple matter of "kill x number of monsters, get x amount of experience points. Instead, your levels goes up by practicing your skills, which are divided into "primary", "major", "minor" and "miscellaneous". So your success with sword fighting, for instance, was determined by your strength, agility, and long blade skill. Primary skills started off at a higher level, and they were the skills you were supposed to work on the most in order to level up. You could level up by working on nothing but your minor skills, but it was slow and hard.
Now then, the interface:
Daggerfall is played from a first person perspective, but two things saved it from being a Doom/Quake/Half-Life clone:
1.) Example with archery: Most games that have archery, Thief being a good example, require precise movement of the mouse. In Daggerfall, close enough is good enough. This means that FPS fans can accept it, and FPS haters say, "Well, okay maybe this isn't that bad. I'll tough it up".
In other words, all you need is to have the enemy (vaguely) in the center of the screen, and your characters skill with archery is the REAL determining factor. (Similar to the firearms skill in Fallout, thinks I? You're only as good as your experience, stats, and ability.)
2.) When you start a new game, you have the option of deciding how "fast" you want to game to go. You can pick "Very Quick Reflexes" if you're a hardcore FPS fan, or you can pick "Very Slow Reflexes" if you are a hardcore RPG fan and spit on anything that smells like real-time. (There are three other settings in between the previously mentioned two.)
I'm just thinking that yes, naturally it is not possible to get RT and TB to work together in a game successfully. It's been tried and failed at numerous times. However, perhaps something "in the middle" like this type of idea might be a useful compromise?
The game has no multiplayer, and in fact Bethsoft has stated that The Elder Scrolls series will never have MP.
So, I'm done. I welcome any replies, criticisms, outright flames, etc. I personally think this would be ONE way that could be used to appeal to a wider base audience. A lot of folks I know have said they don't like the Fallout games I play "because they're turn-based." Ignorant savages, I think, but wouldn't it be useful (and profitable) to get more people hooked on the game, as long as that was possible WITHOUT losing the core theme of the game?
Just my $0.02. Add flame as necessary, serves 20.
I've lurked on these forums for a long time, and I've seen a lot of the "Fallout-Should-Be-A-First-Person-Shooter" ideas, and I agree with you COMPLETELY that those ideas are terrible. Such an idea would ruin Fallout's basic theme, and would try to make into another stupid mindless Quake-clone, or at best a Thief-clone. I do NOT want you to think that I'm stupid enough to recommend such a frankly... well, blasphemous idea.

So, just read what I'm putting down for a bit, and at least if you do tell me that, "Your idea is stupid, do not EVER post this crap again", please just don't throw me into the same crowd of those Fallout 3 FPS idea goons.

Fallout 3 - First Person NOT Shooter (Can't say that enough)
Okay, the main point (it'll take a while to get there, I apologize for beating around the bush):
Any of you guys played a CRPG series called The Elder Scrolls? Chapter 1 was Arena, Chapter 2 was Daggerfall, and Chapter 3 is the upcoming Morrowind. (Check out www.gamespot.com for a decent preview)
It is literally the only time where I've been able to, with no reservations, say that good graphics (for the time) do not automatically ruin the gameplay. A little bit of an exaggeration, but many of you might know what I mean. How many games have you seen where the devs spent all the time on graphics and tossed out of the gameplay?
Unlike most RPGs, it was not a simple matter of "kill x number of monsters, get x amount of experience points. Instead, your levels goes up by practicing your skills, which are divided into "primary", "major", "minor" and "miscellaneous". So your success with sword fighting, for instance, was determined by your strength, agility, and long blade skill. Primary skills started off at a higher level, and they were the skills you were supposed to work on the most in order to level up. You could level up by working on nothing but your minor skills, but it was slow and hard.
Now then, the interface:
Daggerfall is played from a first person perspective, but two things saved it from being a Doom/Quake/Half-Life clone:
1.) Example with archery: Most games that have archery, Thief being a good example, require precise movement of the mouse. In Daggerfall, close enough is good enough. This means that FPS fans can accept it, and FPS haters say, "Well, okay maybe this isn't that bad. I'll tough it up".
In other words, all you need is to have the enemy (vaguely) in the center of the screen, and your characters skill with archery is the REAL determining factor. (Similar to the firearms skill in Fallout, thinks I? You're only as good as your experience, stats, and ability.)
2.) When you start a new game, you have the option of deciding how "fast" you want to game to go. You can pick "Very Quick Reflexes" if you're a hardcore FPS fan, or you can pick "Very Slow Reflexes" if you are a hardcore RPG fan and spit on anything that smells like real-time. (There are three other settings in between the previously mentioned two.)
I'm just thinking that yes, naturally it is not possible to get RT and TB to work together in a game successfully. It's been tried and failed at numerous times. However, perhaps something "in the middle" like this type of idea might be a useful compromise?
The game has no multiplayer, and in fact Bethsoft has stated that The Elder Scrolls series will never have MP.
So, I'm done. I welcome any replies, criticisms, outright flames, etc. I personally think this would be ONE way that could be used to appeal to a wider base audience. A lot of folks I know have said they don't like the Fallout games I play "because they're turn-based." Ignorant savages, I think, but wouldn't it be useful (and profitable) to get more people hooked on the game, as long as that was possible WITHOUT losing the core theme of the game?
Just my $0.02. Add flame as necessary, serves 20.